Level 10 - The Vault of Night

Quest Giver: Barrow d’Kundarak top of the House K pyramids behind the bank
Level: 10 Raid
Patron: House Kundarak (9/18/27)
Length: very long
Entry Point: through quest giver
Prereqs: You must be on this portion of the quest series to enter.
Recommended Party: 2 people with atleast 25 strength and 2 people with atleast 20 wisdom, 1 Rogue, 2 clerics, 1 caster, secondary rogue or caster with knock. The rest can be any party composition, though having a bard is always great.
Base Experience:
Quest Info:
--Creatures: warforged, rust monster, iron golem, zombies, dwarves, adamantine defenders
--Traps: blades, lightning, spikes

Walkthrough:

Once you enter the four laughing knives are waiting inside. Each member of the party may choose to speak to one of the laughing knives for a gift.


1. Haywire gives his 'Voice' which will allow this party member to speak to the speaking stones. Only one person must have this item, it is recommended to give to someone who won’t leave for power. We usually assign this item to our rogue, as a rogue is needed to unlock a door near a part where the voice is necessary.

2. Mistress Orphne gives a wand 'Orphnes Blessing' 20 charges, removes an instance specific disease that can rapidly drop con and isn’t curable by normal remove disease. recommend all clerics take this.

3. Dirge gives a shield +1 heavy improved lightning resist. recommend all else who can use a shield pick this up. almost all the warforged enemies are casters who use lighning bolt, not to mention the lightning trap hall.

4. Veil gives +2 dwarf bane arrows. there are a few dwarven enemies in the instance, but they are not that tough. Any pure build archers, I guess, but not really necessary.


Step one: start to the west. a short ways in there is a split hall filled with blade trap. Send rogue in to disarm the trap on the right side. Then split the group. Send the rogue with one cleric back to entry hall. Rogue should start clearing the north hall of the blade traps. There are 8 boxes total (bottom right 1st), and he will need a resist lightning and possibly raise deaths, hence the accompanying cleric.

West hall group will continue west, killing bad guys and defeating Otto to retrieve his ring. They will need a knock spell or secondary rogue to get through some locked doors. Otto will drop a ring which will need to be given to the rogue with the Voice, (ring is tradable).

Once this is accomplished, hopefully traps north are cleared. Split the group into 2. Team ‘A’ should consist of 3 people. Someone who can get a 25 Strength, Someone with 20 Wisdom, and someone who can used a range weapon. Team ‘B’ is everyone else, but must also have someone who can get a 20 Wisdom and a 25 Strength and MUST have the guy with Voice and Ring. Hand out lightning protects to get to end of hall. Simultaneously have wis/str people and archers hit the 3 levers/runes. Then immediately charge through the doorways (they close fast). Clear the paths. Team ‘B’ must set two people to pull bridge levers. Climb to top of bridge supports and feather fall down to the tower. Pull lever to open, then repeat on second tower, simultaneous lever pulling allows team ‘A’ to advance. Leave one person stationed on each tower, but Voice/Ring Rogue MUST go forward with Team ‘B’.

Continue clearing until puzzle room. Voice/Ring walks through barriers to do puzzle and then must speak to face to activate everything once puzzle is set, identifying himself as Otto. The Top Green puzzle must be set to look like an Upside down U thingy (known generally as the Elephant). On the Bottom, orange must loof like an 'f' and purple must look like a 'cactus on a hill'. Another way to remember this is that each wheel must be turned 4 times. Once voice is used, Team ‘A’ can kill golems after pulling strength lever, Team ‘B’ must have str person backtrack to pull str lever a short ways back. Everyone can rotate in to get chest at bottom of firepit room where Team ‘A’ is.

Now back west. Drop down the pit with Voice guy to activate speaking face at bottom (a few undead down there) Clear out west now that all the force fields have dropped. Have Voice loot the coffer in the center once barrier is down.

Head East. Clear the way, have voice put box in mouth. That will open the gate to the North, but head south first. Clear all the way up to the big puzzle room. Leave The Voice here with a tank and a caster or better yet, bard (preferably with charm spell). While they work on the puzzle (charm the spawning wf to prevent extra spawns), the rest of the group should travel back to go north. There are a couple of locked doors, so have a knock or secondary rogue go this way. Clear all the way to the Rust Emperor, and retrieve the crystal key.

Back at the puzzle: Once the runes are lit, 2 respawning warforged drop, one from either side. Charm Monster them, to prevent respawn. Repeat on second half of puzzle. Have Voice speak to face.

 

Head back to the beginning and head south. Fire resist everyone and send Team ‘A’ +1(need 4 people, so may have to add one) to bottom to simultaneously pull levers while fire protected team ‘B’ sits on the spout. When levers are pulled, Team B is flung up to the next level. Have rogue disarm traps, continue up and clear path.

Have everyone stand on cannon, one person pulls lever to fling them to next level. Clear way and lower ladder number one. Keep on keeping on. Clear out the next warforged room and lower the ladder on the other side. Keep heading up. To lower the bridge hit both levers on the other side simultaneously. Get to locked double doors with traps, have thief clear the traps, STOP HERE!!! This is your very last chance to leave before the dragon, so have everyone with power go to shrine. Gather at the entrance and head in. Mana Conservation is a good idea from this point. Talking to the dwarf will lock up the room and start the encounter. Web the dogs, All dmg on the Knight. He has a sonic based damage shield, so resist sonic is necessary for all melees. Do not recall out. The entrance to VoN6 is right here, after you talk to the dwarf inside to finish the quest.

The way we usually deal with the iron golem: First, buff all melees with resist energy sonic and haste. Then, have everyone except one caster circle the golem. The one caster stands back and activates the golem, then avoids the pooches and maybe lays down a few webs to hold em back. Everyone else unloads everything they've got on the golem. usually he will drop like a rock.

Take this time to discuss your strategy against the dragon. Once ya go through the floor the timer starts, so it’s better to take time and explain at this point.
End Reward: none